MY 2190 execution thread

And I already noticed it immediately: fungal bloom near Fort Buster. On the plus side, this means five worms and a fungal tower to flame...

If I understand our indirect data on the Gaians correctly, they now also have Bio-engineering. Yet we haven't got it yet through the Planetary Datalinks. *sigh* I don't understand how that project works...

Someone gave Yang MMI.

The Angels are at truce again with the Hive. Perhaps the Angels gave it to get peace, screwing over the Morganites in the process?

Re: MY 2190 execution thread

Originally posted by Maniac [*]If I understand our indirect data on the Gaians correctly, they now also have Bio-engineering. Yet we haven't got it yet through the Planetary Datalinks. *sigh* I don't understand how that project works...

Someone (Googlie?) said that it only "updates" when we research a tech ourselves. It seems buggy, we should complain to Firaxis

I guess we should focus on building up our infrastructure this turn, no attacks are planned right?

University has started again, meaning I won't be able to get online as often anymore during the week. Therefore, if someone wants to continue the turn, please do. I probably won't come online again for some 24 hours.

Some stuff I did now:

A B-4 from DF has been flown east to patrol Angel lands where two formers were spotted. Several other easy pickings were detected. By flying some bombers to (18.52), we can destroy two formers, a crawler and a probe team (that one could be killed by a fighter of course). By flying planes to (17.53), we could destroy those formers and a probe team, plus a drop militia. As suggested last turn, two Angel formers on (17.51) were bombed by B-4s. As long as we park an F-8 and F-6 on the same square as our bombers to prevent retaliations by the Angel F-6s, we should be relatively safe.

Tomcat-HW moved NW to build a road on the nut bonus.

SCC Iaci moved into B112 for repairs.

Kaj Kaoos flown to KH.

Mine started on (61.33).

Worm hunting with Rolling Thunder II unsuccesful.

In total 200 credits was gained from the fungal bloom near Fort Buster.

Forest planted west of MSN.

Sky hydroponics labs hurried with the MK11 crawler. FS will waste ten minerals though - I upgraded the crawler to a heavier model than necessary. So changing some workers in thinkers might be good for this turn.

Worm hunting in Northern Arcadia unsuccesful.

Some useful things to know:
The Gaians are researching Orbital Spaceflight.
Our population growth has stabilized - only Fort Soup is still popbooming.

When flaming those mindworms, make sure you use one of the Commando units - they have a great chance of being uplifted to Elite!!

Damn I already flamed them - with the elite unit.
Reason was because of the children's creche being screwed up, we get a -12,5% penalty when attacking from within a base with a CC. Therefore I used the new elite AAA garrison, so that it could move outside the base and attack with full strength.

2 formers, the drop unit and the probe taken out from aircraft now parked on tile 17:53

2 crawlers taken out by aircraft parked now on 20:52

Both stacks have fighter protection

Subsequent edit: we'll likely lose our fighter on 17:53, as it's Disciplined, and the Angels will attack (I'm assuming) with theirs from Kodycryptor or Delirium Camp, both of which are Hardened (unless they throw both at our chaos fighter on 20:52)

We might actual;ly lose a fighter and a bomber at 17:53

Further edit: I winder what would happen if I placed both fighters running CAP on alert - would an unattacked one go to the defense of one being attacked (thus leaving its bombsr stack undefended? - I'll run a scenario test before doing anything rash)

I'm afraid I will be completely unavailable to have a look at the turn or play anything before the deadline. I have six hours consecutive courses today.

Re the air ops near the Angels. To prevent losses we should have kept all our air units on one square, even if that meant we couldn't destroy everything we saw.

I can't see the situation, but from memory: there is a second F-6 in Defiance Freehold. That could be parked on the stack that has F-6 support. (I assume they won't bother to attack an F-8). Also IIRC there's a fighter in a base west of Def Freehold. Perhaps we could move it DF so that we can retaliate next turn should the Angels decide to seek revenge on our bomber stacks?

You are right - there is a second F-6, which is now stacked with the 3 bombers on 17:53. It's an F-8 that is protecting the stack on the other tile, and that should win a battle against the first Angels F-6, but likely not the second if the tagteam

I went ahead and rushed the 6 crawlers

Do we want a program of instabuilding recycling tanks in those bases where there is an idle crawler (eg Tegea Harbour and Gythium Harbour - a 30 mineral crawler plus their turn's mineral output will suffice, using the MM)

assigned Defiance Freehold crawler to the mine, redeploying worker to a forest. Put another crawler in production

Assigned the 2 ARC formers to forestry work on the rainy river tile southeast (86:56) and put a crawler into production

Reassigned AU workers into thinkers to maximize labs, and put a thermocline into production (in anticipation of working those tidals and deploying trawlers to work more of them)

Another KK into production at FB

assigned FB's 3 formers to farming, then will condense for pop growth

Reassigned FS workers as per Maniac's suggestion, to max labs

Staged F-8 from Iaci Base to Ass Red en route for the Angels front

assigned Ironholm's crawler to the mine to its south - put another crawler into production (MM a rec commons there soon?)

MM'd a Hab Complex at Tegea Harbour and at Gythium Harbour using the crawlers there (both upgraded with 70 credits) - slight overpayment, so put a crawler into production and reassigned workers to thinkers to maximize labs in both bases

reassigned the Vijay worker from the nut special to a forest, and deployed the crawler to nuts. Put a former in production there

started a CC at OA - we need pop growth there as it's one of our air force training academies

assigned 3 formers at FL to fungus clearing to the northwest - 4th (from FL) sets out to join them - they can gang-build a road/mine there next turn. Put a crawler into production in anticipation of working that mine

Here's the endturn just before sending off. I realize that I might not have provided complete continuity of strategy from the previous turns - I didn't think I'd be playing this one, so hadn't followed all the prior discussion.

But the default builds - crawlers - can only be useful, and the formers' orders can always be countermanded next turn if necessary

I think you did fine Googlie We don't have a master strategic plan right now, we need to come up with one What the heck are we going to do next? I suggested the Rectangle Song in the Council of War, though it met with luke warm reactions. So we need to come up with something which the Junta can agree on. Feel free to spearhead an initiative somebody

Well, maybe strategy was the wrong word - perhaps tactics would have been better

e.g. - where was the Disco Volante headed? Was it the intent to land those 2 units at Iaci base? What were the intended orders for those 7 formers at Messena? etc etc

And, Modo, I like your edit in the Council thread - and it's very much in line with Snod's as well - we've got the Angels pretty well restricted, so now it's time for some Gaian action - after all, they are now the second largest human faction:

Originally posted by Maniac
Damn I already flamed them - with the elite unit.
Reason was because of the children's creche being screwed up, we get a -12,5% penalty when attacking from within a base with a CC. Therefore I used the new elite AAA garrison, so that it could move outside the base and attack with full strength.

This bugged me, as I couldn't recall it happening to me, so I redid that part of the turn - here are my odds . attacking from within FB with that commando unit - no creche penalty

Are you sure that you're using the vanilla alphax.txt, and not a modded verasion?

(Although in-base the unit is shown as , eg, "Commando (++)" and out of base is "Commando (+)", so the schematic shows that the extra morale is there, but the effect is to reduce the morale by 1, as you say

Wierd (but then a lot of the original SMAC worked the reverse of what was intended - some anomalies were cleared up in subsequent patches, but I guess a few slipped thru the cracks)